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Display sprite shadows in Polymer if dynamic lighting is disabled.
Patch from Fox. git-svn-id: https://svn.eduke32.com/eduke32@6595 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 1 deletions
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@ -4216,7 +4216,11 @@ skip:
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if (actor[i].flags & SFLAG_NOFLOORSHADOW)
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if (actor[i].flags & SFLAG_NOFLOORSHADOW)
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continue;
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continue;
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if (ud.shadows && spritesortcnt < (maxspritesonscreen-2) && getrendermode() != REND_POLYMER)
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if (ud.shadows && spritesortcnt < (maxspritesonscreen-2)
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#ifdef POLYMER
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&& !(getrendermode() == REND_POLYMER && pr_lighting != 0)
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#endif
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)
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{
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{
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int const shadowZ = ((sector[sect].lotag & 0xff) > 2 || pSprite->statnum == STAT_PROJECTILE ||
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int const shadowZ = ((sector[sect].lotag & 0xff) > 2 || pSprite->statnum == STAT_PROJECTILE ||
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pSprite->statnum == STAT_MISC || pSprite->picnum == DRONE || pSprite->picnum == COMMANDER)
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pSprite->statnum == STAT_MISC || pSprite->picnum == DRONE || pSprite->picnum == COMMANDER)
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